The Whys of MMOG Archetypes
heartless_ writes "The decision to use an archetype class system in Vanguard : Saga of Heroes has been met with mixed feelings by the fanbase. Some like it; others dislike it, and still others just don't know what to think. Gamergod has a rundown on what's involved in an archetype system, as well as the pros and cons from both sides of the game's design." From the article: "The balancing of classes is simplified because the system introduces a distinct measurement for comparing classes within an archetype. For example, if the Cleric and the Shaman belong to the archetype whose primary role is to heal, the developers can use this to crunch the numbers and ensure both classes are equal in this ability."
I'd love to see a game where the numbers simply aren't available to the players.
Something whose mechanics are derived from Runequest, for example, where every time you try something, you MIGHT succeed and if you do (or even sometimes if you don't) you get better. There's no fixed/limited list of 'talents' available to anyone, although there are some special skills that you can't learn until you reach a certain level of expertise.
You know you're ready to move out of the newbie zone when the creatures you're fighting no longer pose a challenge and the rewards are uninteresting, not because all their names turn green or something.
You know you are a good wall-climber because you've scaled a number of dangerous precipices and survived, not because you're a level 12 rogue and you have the "climb walls" ability.
You know your "inflict agony" spell lasts about 15 seconds because that's what it's done the last five times you've cast it. There was that one creature on whom it only lasted 6 seconds, however....
You know that new sword you got is a sweet one either because you paid to have someone magically investigate it, or more frequently because you killed the last 5 nasties in a single swing, not because the "pluses" are better.
Where is a Darklands MMO?
* truth in commenting note: I don't think this would EVER exist commercially, because not enough people want something that hard. I do think it might be conceivable however to get a CURRENT class-based game to run a mod version where the numbers/details like this are not shown...even that alone would be interesting.
-Styopa
.... the system just boils down to "Healer", "Fighter", "Thief", etc. Generic RPG. REALLY generic. Plain white box with "RPG" in 24 point type on the front generic.
Did Gandalf cast magic spells because he was a Wizard, or was he a Wizard and hence could cast spells? Was Conan a Barbarian because he didn't wear armour and swung a huge weapon or was he swinging a huge weapon and not wearing armour because he was a Barbarian?
Lazy game designers simply update the last successful thing they find... and that's D&D. Now go back and think about why D&D used classes? Because it was basically a minitures system where all the pieces belonged to classes. Spearman, archers, horsemen... all classes.
Break Free!
Archtypes are boring, stiffling the one thing that MMOGs having going for them which is the ability to make a character that stands out from the crowd. They force players into cliques and alienate others ("sorry we already have a tank")...
How about a system that mimics the real world a little more? How about making your character good at what ever he does... if he goes around swinging a sword... make him a good swordsman. If he tries to cast spells, make him a spellcaster. If he wants to do both, let him, but don't let him be quite as good as someone dedicated to one thing.
I can't wait until MMOGs get what people want:
1. Persistance (When I change the world, the world stays changed)
2. Personality (My character is unique)
3. Psychology (My character isn't insane and won't do stupid things like attack randomly anyone they come across... unless he's psychotic. But that's all done by the character.)
Message me if you want me to explain this further, particularly if you want me to consult on your next game.